Hand Gesture for intiating the Menu with the left hand (Start Button) no longer triggers after v66
OVRButtonActiveState and listening for the START button and even using OVRInput.GetDown(OVRInput.Button.Start) no longer gets triggered with the hand gesture pinch using the left hand. Controller works fine so this appears to be another issue with the updated Interaction SDK v67 and v68. Could someone confirm this is being worked on?1.4KViews1like5CommentsHand Grab Tracking
Hey Folks, I am designing a circular weapon(image is attached below) that can be hold by the player with two hand. When the player squeezes the weapon with both hands, it shoots. It is functioning well, but I am encountering an issue. I am using the two hand grab free transform hand grab component provided by the Meta SDK, and when the player performs a quick operation with the weapon, it rotates on the horizontal axis. Any help would be appreciated.345Views0likes0CommentsHand grab interaction fails if OVRCameraRig is child of high speed moving object
Hi all, I'm facing an unexpected scenario while using the grab feature provided by the Meta Interaction SDK. It looks like that if the OVRCameraRig object (with OVRHands and/or OVRControllerHands properly configured with HandGrabInteractors) is set as child of a "moving object" (together with the objects designed to be grabbed), depending on the speed of this object the grab actions fail. The scenario I'm working on is a train cabin moving along binaries designed as a spline path, with the VR user/player (represented by the OVRCameraRig object) parented to this cabin, since it must be inside the moving train. Inside the cabin I have a lever that must be grabbed to modify the speed of the train. At slow speeds the lever can be grabbed without problems, while increasing a little bit the speed, the lever can't be grabbed anymore! I tested it multiple times, trying to understand the root cause of the failure. I guess it's something related to the frequency of checks for the hands vs the lever intersections/collisions made by the Meta scripts. However I couldn't find any solution. Is that something I'm missing in the documentation? Maybe some script property to be set or fine tuned? NOTE: I don't think it would be acceptable, in a 3D application, to invert the scenario where the train is still and the whole environment is moving towards it.... Of course in this case both the objects to grab and the "player" would be still and the grabbing action should work like a charm. But I still believe it is an ugly workaround. Is someone having any clue on how to fix this "misbehaviour"? Thanks in advance!1.4KViews0likes2Commentsinteraction button
I'm currently developing an app using Unity. I would use the virtual hands to interact with objects/button. I aim to implement a scene where there is an object/button and upon pressing it, another object changes color. I'm wondering how I could achieve this. Any insights or suggestions on how to go about implementing this interaction would be appreciated! I did some with HTC Vive and Leap motion using Interaction Button (i am looking for something similar)Solved3.9KViews0likes2Comments